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- new item: when planting tripwire roll (Item# 1640), a tripwire item is created, thereby making planting multiple wires much easier. Teipwires can be merged to create a roll
- new item tag: <buddyitem> connects items to other items. Connection specifics depend on items involved git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6455 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4986,27 +4986,47 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
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}
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}
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if ( ArmBomb( &(gpTempSoldier->inv[HANDPOS]), ubExitValue ) )
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// Flugente: tripwire rolls are not planted - instead we spawn tripwire and plant that
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OBJECTTYPE* pObj = &(gpTempSoldier->inv[HANDPOS]);
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if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usItemFlag & TRIPWIREROLL && Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem != NOTHING )
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{
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(*pObj)[0]->data.objectStatus--;
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if ( !(*pObj)[0]->data.objectStatus )
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{
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// Delete object
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DeleteObj( pObj );
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// dirty interface panel
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DirtyMercPanelInterface( gpTempSoldier, DIRTYLEVEL2 );
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}
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CreateItem( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem, 100, &gTempObject );
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pObj = &gTempObject;
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}
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if ( ArmBomb( pObj, ubExitValue ) )
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{
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// SANDRO - STOMP traits - Demolitions bonus to trap level
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( gpTempSoldier, DEMOLITIONS_NT ))
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{
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// increase trap level for Demolitions trait
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gpTempSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
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(*pObj)[0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
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}
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else
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{
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gpTempSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) );
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(*pObj)[0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) );
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}
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// Flugente: backgrounds
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if ( gpTempSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) )
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gpTempSoldier->inv[ HANDPOS ][0]->data.bTrap++;
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(*pObj)[0]->data.bTrap++;
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// HACK IMMINENT!
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// value of 1 is stored in maps for SIDE of bomb owner... when we want to use IDs!
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// so we add 2 to all owner IDs passed through here and subtract 2 later
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if (gpTempSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
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if ( pObj != &(gpTempSoldier->inv[HANDPOS]) || gpTempSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
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{
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gTempObject[0]->data.misc.ubBombOwner = gpTempSoldier->ubID + 2;
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gTempObject[0]->data.ubDirection = gpTempSoldier->ubDirection; // Flugente: direction of bomb is direction of soldier
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